Commit Graph
105 Commits
Author SHA1 Message Date
Goober5000 7cf6c12bdd add model compare capability (currently only via debug console)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4057 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:54 +10:00
Goober5000 10cfd130aa remove duplicate model texture replacement
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4054 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:54 +10:00
Goober5000 d9fb4b15b9 revert Bobboau's commits for the past two months; these will be added in later in a less messy/buggy manner
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4041 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:53 +10:00
Goober5000 658b1e6024 new feature: shield generators that control whether the shield is up
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3967 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:50 +10:00
Goober5000 c908adb515 fixed two of Bobboau's bizarre bugs
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3932 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:48 +10:00
bobboau a3daa5ff3b ok, something aparently went wrong, last time, so I'm commiting again hopefully it should work this time damnit WORK!!!
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3900 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:46 +10:00
taylor 030270f2a8 add support for new IBX format which can support up to UINT_MAX worth of verts (NOTE: D3D code still needs to be made compatible with this!!)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3885 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:45 +10:00
Goober5000 1348a3758c fix spelling... *twitch*
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3824 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:43 +10:00
wmcoolmon fb94960327 WMC codebase commit. See pre-commit build thread for details on changes.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3821 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:42 +10:00
Goober5000 5facef281f the grammar nazi strikes again!
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3769 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:42 +10:00
taylor f4a3cb0a0f make glow_point array for thrusters and glow_point_banks dynamic (a proper fix for old Mantis bug #43)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3717 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:40 +10:00
taylor fca993a805 ok, so apparently that did actually do something ;)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3714 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:40 +10:00
taylor 9e4c322740 updated/fixed modelanim code
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3713 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:40 +10:00
taylor 36f80a7355 rename set_warp_globals() to model_set_warp_globals() remove two old/unused MR flags (MR_ALWAYS_REDRAW, used for caching that doesn't work; MR_SHOW_DAMAGE, didn't do anything) add MR_FULL_DETAIL to render an object regardless of render/detail box setting change "model_current_LOD" to a global "Interp_detail_level" and the static "Interp_detail_level" to "Interp_detail_level_locked", a bit more descriptive minor bits of cleanup change a couple of vm_vec_scale_add2() calls to just vm_vec_add2() calls in ship.cpp, since that was the final result anyway
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3708 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:39 +10:00
taylor 3665f9c80d various bits of cleanup (slight reformatting to help readability, remove old/dead code bits, etc.) deal with a index_buffer memory leak that Valgrind has always complained about make HTL model buffers dynamic (get rid of MAX_BUFFERS_PER_SUBMODEL) get rid of MAX_BUFFERS make D3D vertex buffers dynamic, like OGL has already done
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3694 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:39 +10:00
taylor d5f2d2db88 make glow point banks dynamic
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3345 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:26 +10:00
Goober5000 2f9ad571c5 stage 2 of animation fix (add base frame time to each ship) --Goober5000
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3340 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:26 +10:00
taylor 3beb39f3de fix for animated texture map issues (*part one*), this should be faster than before too, and fix inf-loop/div-by-0 issues
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3335 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:26 +10:00
taylor 2f0d12e022 rest of the map/glow changes - put glowmap activity back on a per-ship basis (via a SF2_* flag) rather than per-model - same for glowpoints, back on a per-ship basis - put specmaps and bumpmap back on a LOD0 and LOD1 affect (got changed to LOD0 only recently) - fix glowmaps for shockwaves again - add support for animated specmaps (mainly for TBP and Starfox mods) some minor code cleanup and compiler warning fixes
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3304 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:24 +10:00
Goober5000 1f9f692bfd 1) complete (almost) changeover to reorganized texture mapping system 2) finally fix texture animation; textures now animate at the correct speed --Goober5000
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3285 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:23 +10:00
Goober5000 b4fcd028f0 cvs comment tweaks
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3282 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:23 +10:00
Goober5000 a622bf7e8e --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly --Goober5000
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3279 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:23 +10:00
wmcoolmon a3599c2621 Begin multi-turret-guns toggle work
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3176 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:19 +10:00
Goober5000 3d73663123 some cosmetic changes in preparation for bay arrival/departure code
--Goober5000
2006-05-31 03:05:43 +00:00
taylor 6bc34644ad comment out the model cache stuff, it's old and not actually used anyway
minor cleanup of some modelinterp.cpp code, to make it more readable
fix tertiary thruster batcher which had the radius value swapped
comment out a couple places where we were doing a D3D or OGL check (it's always true so why bother)
add more support for NO_DIRECT3D so that it can be used on Windows to build without D3D
2006-05-27 16:57:13 +00:00
Goober5000 7e41877b7b proper capitalization according to Volition 2006-04-20 06:32:30 +00:00
bobboau 7c36a78db8 bugfix for the animation system 2006-04-18 00:56:28 +00:00
wmcoolmon d95d6165b5 New subobject animation stuff and Lua functions. 2006-03-24 07:38:36 +00:00
Goober5000 27992b09cf add ship-subsys-targetable and ship-subsys-untargetable
--Goober5000
2006-03-18 07:12:08 +00:00
wmcoolmon 51b5c481a9 Bump MAX_TFP to 10 2006-02-27 00:51:03 +00:00
Goober5000 b52b6b1e00 spelling 2006-02-25 21:47:19 +00:00
taylor fa811c3915 allow gr_render_buffer() to take TMAP flags
let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side)
add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views
make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions
2006-01-18 16:14:04 +00:00
wmcoolmon dacfc2d704 Made turret handling code more descriptive 2006-01-11 21:23:43 +00:00
taylor 741e151cac fixes for regular texture replacement 2006-01-04 08:19:22 +00:00
wmcoolmon 246cfcfa65 Codebase commit, most notably including objecttypes.tbl 2005-12-29 08:08:42 +00:00
phreak 79ba02b4e2 [V] can't spell 'turret' 2005-12-15 04:31:05 +00:00
wmcoolmon 15b30e3177 Final commit of codebase 2005-12-04 19:07:49 +00:00
Goober5000 a8dcf18e3b merge Bobboau's thruster code back in; hopefully this covers everything
--Goober5000
2005-10-24 07:13:05 +00:00
Goober5000 112f43d532 cleaned up some more thruster stuff; honestly, the thruster code is such a
mess that it should probably be reverted to the retail version
--Goober5000
2005-09-24 07:45:31 +00:00
Goober5000 c17c11b651 remove PreProcDefine #includes in FS2
--Goober5000
2005-07-13 03:26:00 +00:00
Goober5000 41a06a3ac9 removed DECALS_ENABLED
--Goober5000
2005-07-12 22:14:40 +00:00
taylor 2ef2b8a53c in the model _render functions change "light_ignore_id" to "objnum" since that's what it really is
and this makes it so much easier to realize that
properly deal with the fact that objnum can be -1 in  model_really_render()
add NULL check to neb2_get_fog_values() so that it can just send back defaults if objp is NULL
small compiler warning fix for neb code
2005-06-21 00:20:24 +00:00
wmcoolmon 36c25e7479 Dynamically allocated engine washes; subsystem sounds 2005-04-25 00:26:53 +00:00
taylor 75332108e5 update of bmpman and model bitmap management, well tested but things may get a bit bumpy
- use VM_* macros for bmpman since it didn't seem to register the memory correctly (temporary)
 - a little "stupid" fix for dds bitmap reading
 - fix it so that memory is released properly on bitmap read errors
 - some cleanup to model texture loading
 - allow model textures to get released rather than just unloaded, saves bitmap slots
 - bump MAX_BITMAPS to 4750, should be able to decrease after public testing of new code
2005-04-21 15:49:21 +00:00
taylor 7f786136a6 s/vector/vec3d/g, better support for different compilers (Jens Granseuer) 2005-04-05 05:53:25 +00:00
wmcoolmon 2c2a6334db Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) 2005-03-25 06:57:38 +00:00
wmcoolmon 02e75ddd49 Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" 2005-03-03 06:05:32 +00:00
bobboau 9c9876909b oh, hey look I've commited something :D
animation system, weapon models detail box alt-tab bug, probly other stuff
2005-03-01 06:55:45 +00:00
taylor ce810f8195 compiler warning fixes (for MSVC++ 6)
have the warp effect only load as many LODs as will get used
head off strange bug in release when corrupt soundtrack number gets used
   (will still Assert in debug)
don't ever try and save a campaign savefile in multi or standalone modes
first try at 32bit->16bit color conversion for TGA code (for TGA only ship textures)
2005-02-23 05:05:39 +00:00
taylor 2223aed74b clean up some model related globals
code to disable individual thruster glows
fix issue where 1 extra OGL light pass didn't render
2005-02-15 00:06:27 +00:00